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  #1  
Old January 23rd, 2017, 07:25 AM
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Default Re: Scenario

It's still a "maybe.......maybe not" item. We've been busy with other things and that hasn't been on our radar.
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  #2  
Old January 23rd, 2017, 08:33 AM

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Default Re: Scenario

Wow thanks Don about those screenies. Looks great.
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Old January 23rd, 2017, 05:34 PM
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Default Re: Scenario

Quote:
Originally Posted by Warhero View Post
Wow thanks Don about those screenies. Looks great.
Here's another...this is the coconut plantation/grove set


It's not going to be the most used terrain in the game but it adds some flavour to SEA / Pacific maps

Right now were working to get this all into autogenerated maps. Andy's already got a nice routine for laying pines and Scandinavian maps will naturally have more
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Old January 25th, 2017, 04:00 PM
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Default Re: Scenario

since this has turned into a "cat out of the bag thread.........here's another for anyone who ever had a tank drive into a building when they really ( really ) didn't want to

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Old January 25th, 2017, 06:16 PM
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Default Re: Scenario

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Originally Posted by DRG View Post
... for anyone who ever had a tank drive into a building when they really ( really ) didn't want to...
Hehe, Glad to see I'm not the only klutz about then
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Old January 25th, 2017, 06:16 PM
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Default Re: Scenario

I just added a check for if the vehicle is to enter sloped+rough and has travelled a min of 3 hexes (ie might stick due to excess speed on such terrain).

No such checks are planned for other sticking terrain, since streams, marsh etc aren't the sort of thing the AI route-finding tends to utilise if the human plots a long move. Slopes are, however and I just had an irritating few vehicles hang up on a city grid which had loads of rough+slope when I tried long moves along the boulevards.

The feature is of course, only active for owners of the full game.
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Old January 26th, 2017, 06:09 AM
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Default Re: Scenario

Wow the new tiles look great & as for the CD only additions yet more time saving tools so you can play more turns/games in the time you have. Cant wait to see what else you have been up to.

One question & my only issue when it comes to seeing things clearly could we possibly try a different colour for the none visible hexes in winter overlay.
I have no trouble reading text etc but find difficulty in discerning what hexes are visible in winter if there are slopes & or rough hexes at times.

NLOS missiles called in by i key might need a little work though not desperate as rare unit. Possibly only can call in as fist action off a new turn.
So either plot & fire at start of your turn or opportunity is lost.
Removes God eye of just moved & found a dangerous unit which can be instantly targeted with NLOS
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Old January 26th, 2017, 08:43 AM
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Default Re: Scenario

NLOS missiles are fired as ATGM and use the ATGM procedures, not the artillery fires for HE type code. So delayed action like that proposed is impossible.

Additionally - this is the WW2 forum, NLOS missiles are off-topic here as they are MBT specific.
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  #9  
Old January 27th, 2017, 06:51 PM
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Default Re: Scenario

Here's and example of how pine forest is added to autogenerated map. This one is set up as early winter so the pines show up clear. It also shows the new dry short grass tiles. Northern European maps will get heavier concentrations than this

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Old January 28th, 2017, 12:51 PM
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Default Re: Scenario

That's just a start. Map making this next release takes a HUGE step forward. Any experienced map maker will love what they find and the new features will allow newbies a chance to dip their toes into this aspect of the game and see good results without having to spend days. We are now just starting to experiment with adding randomness to the fill terrain feature of the editor that will allow terrain to be added gradually instead of one solid splat like the left side of this example



it's a huge leap forward for map making and will make adding terrain features to the Venhola generated maps MUCH easier

This took about two minutes to do.. build a random road net, flood fill with houses, flood fill with trees using the modified code we have in place now and are still experimenting with you won't get the solid mass you get now and since it's tied to fill range you can control how much goes in
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